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Setup and Organization
Divide the team into two units, one on offense and one on defense. Each group defends for four minutes before switching. Cones are placed along the sideline: one near half court and one a meter or so below it, stacked vertically. The offensive alignment begins with one player in the left baseline corner, one at the top of the key, and a third with the ball on the wing. The defense matches up directly. Scoring is defensive: charges = 2 points, all other stops = 1 point, and fouls reset the unit’s score to zero. The team with the highest score in their four-minute defensive window wins.
Step-by-Step Progression
1. On the whistle, the offensive wing with the ball dribbles around the closer cone, which is set up on the sideline near the wing.
2. At the same time, the matched-up defender must sprint around the further cone near half court before re-entering the play.
3. This creates a temporary 3-on-2 advantage for the offense, attacking from the wing with multiple options.
4. The defense must scramble to contain the drive, rotate into gaps, and communicate until the trailing defender recovers.
5. Once back to 3-on-3, the possession continues live until the defense secures a stop or the offense scores.
Scoring
Charges taken are worth 2 points. All other defensive stops are worth 1 point. Defensive fouls or offensive rebounds reset the defensive unit’s score to zero. The defensive team with the most points in their four-minute stretch wins.
Coaching Points
Stress urgency in recovery and communication—low man must step up early to contain the drive, while the top defender helps protect against the kick-out. Offensively, emphasize quick decision-making: drive hard, score within two to three passes max, and don’t overpass. Defensively, discipline on closeouts and physical box-outs are key to finishing possessions.
Variations
Switch the offensive starting spot to the opposite wing or baseline to vary angles. Add a one-dribble limit to force quick offensive reads, or allow the recovering defender to sprint from different spots (e.g., corner or top of the key) to change recovery distance and timing.
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